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Quick Start Rules

1 QuickStart Rules

Quick Start Rules True20 is an adventure roleplaying game in which you, the players, take In general, positive conditions grant a +2 modifier, while adverse on the roles of fictional heroes having adventures in an imagined conditions impose a –2 modifier. environment. One player, the Narrator, takes on the job of creating that environment and the stories for the other players to take part in. Rounds and Scenes Together, you create your own tales of action and adventure, like your Time in True20 is generally broken up into rounds and scenes. A round is favorite novels, movies, or video games. a six-second segment of time, enough for a hero to do one or two things The best part about adventure roleplaying is you are in control of the in the midst of a fight or other action scene. A scene is an indeterminate action! Literally anything you can imagine is possible, because you and length of time, generally long enough for something significant to happen. your fellow players control the story. Think of a scene as a chapter in a story or a single scene in a film. You may have played other roleplaying games, or this may be your introduction to new worlds of adventure. Either way, welcome to True20 Traits and new worlds of adventure! True20 defines heroes (and other characters) in terms of certain traits. These are game-defined qualities, usually assigned a numeric value to The Rules act as a modifier for checks. The traits you will find on the hero sheets include the following: True20 is based on a set of rules used in many popular roleplaying games called the , modified for fast, easy, and fun game-play. The Abilities are the six basic traits that define a hero: Strength, Dexterity, basic rules are quite simple and used to resolve virtually all conflicts Constitution, Intelligence, Wisdom, and Charisma. Each has a modifier in the game. This section goes over the essential rules of the game to ranging from –5 (terrible) to +5 (outstanding), with the average at +0. give you a feel for them. A strong hero has a high Strength modifier, while a smart hero has a high Intelligence, and so on. The Die Skills are trained abilities, things you learn to do. Training in a skill provides True20 uses a single twenty-sided die, abbreviated “d20” or “1d20” (for an additional modifier, added to one of your basic abilities, which you use “one twenty-sided die”). You can find these dice in game and hobby when making checks involving that skill. If you’re trained in the Knowledge stores everywhere. of arcane lore, for example, you get a bonus equal to your skill when making Intelligence checks to know something about the arcane. Skills give heroes Checks bonuses ranging from +4 to +20 or more at higher levels. Actions in True20 are resolved with a check, a roll of the die, plus or minus Feats are special capabilities, talents, or knacks heroes may have. Each a modifier. The result of the check is compared to adifficulty number: if feat gives your hero a special ability, explained in the hero’s description. the result equals or exceeds the difficulty, the action succeeds. If it is less True20 features many more feats heroes can have. than the difficulty, it fails. Sometimes the degree of success or failure (how much the check result is above or below the difficulty) matters; Attack measures your hero’s training in combat. It is the modifier you other times, it does not. add to your rolls to hit an enemy in a fight. Defense measures your hero’s ability to avoid attacks. It determines Difficulty the difficulty to hit your hero in combat. Any task in True20 can be assigned a numeric difficulty, the result you Saving Throws (or “saves” for short) are a hero’s traits for avoiding need to get on a check to accomplish that task. General difficulties are or resisting certain effects. Toughness is used for resisting damage and automatic (0, you don’t even need to roll), easy (5), average (10), tough direct harm. Fortitude is for resisting attacks on the hero’s health, and (15), challenging (20), formidable (25), heroic (30), super-heroic (35), is based on Constitution. Reflex is for avoiding harm using speed and and nearly impossible (40). Only the greatest heroes can accomplish reaction time, and is based on Dexterity. Will is for resisting mental high-difficulty tasks on a regular basis. influences and arcane powers, and is based on Wisdom. A is like any other check: a roll, plus your hero’s save modifier, against the Difficulties difficulty of the effect or hazard you want to avoid. Difficulty Number Conviction is a special quality of heroes (and other important Easy 5 characters in the story). It represents their ability to overcome adversity Average 10 and do important things when they need to. All True20 heroes have 3 points of Conviction to start and gain more as they advanced in level. Tough 15 You can spend a point of Conviction to re-roll any die roll you make and Challenging 20 take the better of the two rolls. If the result of the second roll is 10 or Formidable 25 below, add 10 to it, meaning you always get at least an average result if you spend Conviction on a roll. You can also spend Conviction to allow Heroic 30 your hero to recover quickly from injury (see Damage and Recovery). Super-heroic 35 Heroes regain all spent Conviction as the start of each adventure. Nearly Impossible 40 Interaction Modifiers Characters in True20 interact in various ways. Heroes try to negotiate Checks have modifiers, positive and negative numbers based on the agreements between disputing parties, or go on diplomatic missions. hero’s abilities and skills, as well as on the prevailing conditions. Villains taunt and threaten, or even try to sway heroes to their side.

2 Chapter One: Hero Creation

People get into disagreements or debates. The whole adventure may The Death in Freeport Adventure hinge on convincing the right person at the right time. These Quick-Start rules are intended to go along with the freeDeath in The Narrator determines the attitude of any character the heroes Freeport sample adventure available on the True20 website; they provide encounter during the game. The heroes can then try to influence the all the essential rules you need to use the pre-generated characters character’s attitude using Charisma and related skills (such as Diplomacy accompanying that adventure to play it and get a feel for True20 and or Intimidate). The Interaction table shows the effects of character how it works. The Quick-Start Rules are not intended for long-term play, attitudes and the Difficulty of attempting to change someone’s attitude so some of the various details of the True20 system, particular how to with a Charisma or skill check. Note that a particularly bad check result create your own heroes, have been left out. They are available from the can actually make a character’s attitude worse. For example, rolling less True20 Adventure Roleplaying rulebook. than a 5 makes an unfriendly character turn hostile. In general, a hero can attempt to influence another character only once in any given scene.

While heroes can use their Charisma and skills to influence the attitudes and move actions to perform a full-round action, something that takes of Narrator characters, heroes generally cannot affect the attitudes of the full round to accomplish. Finally, some actions — like speaking, other heroes, nor can Narrator characters modify their attitudes. The making saving throws, dropping held items, and so forth — are free players choose the attitudes of their heroes, and when they change. actions, taking no real time. Heroes can perform as many free actions during their turn as the Narrator feels are appropriate. Interaction Attitude Means Possible Actions Attacking Hostile Will take risks to oppose Attack, interfere, berate, flee To attack an opponent, take a standard action and make an attack you roll. This is 1d20 + your attack modifier and your Dexterity modifier. Unfriendly Wishes you ill Mislead, gossip, avoid, watch The difficulty is equal to 10 + your opponent’s defense and Dexterity suspiciously, insult modifier. If you succeed, your attack hits. If you fail, you miss. If you Indifferent Doesn’t care either way Socially acceptable interaction hit, you may inflict damage, see Damage. Friendly Wishes you well Chat, advise, offer limited help, Attack = d20 + attack + Dexterity vs. 10 + advocate opponent’s defense + Dexterity Helpful Will take risks to aid you Protect, back up, heal, aid, support Damage New Attitude Result Starting Hostile Unfriendly Indifferent Friendly Helpful Anyone hit with a damaging attack makes a Toughness saving throw. This Attitude is a roll of 1d20 plus Toughness (which measures the ability to avoid or Hostile less than 20 25 35 50 shrug off damage) plus any modifiers from armor. Resisting damage 20 has a base difficulty of 15 plus a modifier equal to the attack’s damage bonus. For unarmed attacks, this is the attacker’s Strength modifier. Unfriendly less than 5 15 25 40 For weapons, this is the weapon’s damage plus the attacker’s Strength 5 modifier. For example, an attacker with Strength +1, wielding a short Indifferent — less than 1 1 15 30 sword (damage modifier +2) has a total damage modifier of +3. So, Friendly — — less than 1 1 20 resisting this damage is difficulty 18 (15 + 3).

Damage = d20 + Toughness + armor vs. 15 + Conflict damage bonus The heroes of True20 are often forced into conflict. When fights occur If the Toughness saving throw succeeds, the target suffers no significant in the game, follow these steps: damage, nothing more than a slight scratch, minor bruise, or torn clothing. If the Toughness save fails, the target suffers damage. How Initiative much damage depends on the type of attack (lethal or non-lethal) and At the start of a conflict, each player rolls initiative to determine the the amount the Toughness save result is below the difficulty, as shown order in which everyone acts. This is a d20 roll plus the hero’s Dexterity on the damage track: modifier. The Narrator rolls for the other characters involved in the conflict. Everyone then acts in order from highest initiative result to Damage Track lowest. Once the lowest result has acted, go back to the top of the list 0 5+ 10+ 15+ and start a new round. This continues until the conflict is resolved. Bruised Dazed Staggered Unconscious Actions ❏ ❏ During a round, heroes can perform one of several types of actions. Generally, heroes can perform one move action and one standard action ❏ ❏ ❏ each round. A move action is moving a short distance (whether running, Hurt Wounded Disabled Dying Dead climbing, swimming, etc.) or doing something equivalent to moving, like standing up, picking up an object, drawing a weapon, and so forth. Non-lethal Damage comes from unarmed attacks (punches and kicks) A standard action affects something else, like making an attack, using as well as specific non-lethal weapons like saps. a skill or power, and so forth. A failed Toughness save against a non-lethal attack means the target is Heroes can give up their standard action for another move action (to bruised. Put a mark under the Bruised column of the damage track. If move twice as far, for example). They can also give up their standard the Toughness save fails by 5 or more, the target is dazed. Put a mark in

3 True20 QuickStart Rules the Dazed column of the damage track. If the Toughness save fails by • Dying characters have to make a Constitution check (difficulty 10) at 10 or more, the target is staggered; check off the Staggered box on the the beginning of each round. On a failed check, the character dies. On a Damage Track. If the Toughness save fails by 15 or more, the target is successful check, the character lives for another round (and must make a unconscious; check off the Unconscious box on the Damage Track. check the following round). If the check succeeds by 10 or more (difficulty 20), the character’s condition becomes disabled and unconscious. If a target suffers a result that is already checked off, check off the next highest result. So if a target is already staggered and suffers another • Dead characters are, well, dead. This usually means the end for the staggered result, check off the unconscious box. If the unconscious box is character, although some powerful healers in True20 can restore life checked, and the character suffers more non-lethal damage, check off the to the recently deceased. first available lethal box (so go to wounded, disabled, etc.). Characters can take an unlimited number of bruised and dazed results. Recovery Lethal Damage is inflicted by weapons, from cutting and piercing Recovering from damage, lethal or non-lethal, requires a Constitution weapons like swords and spears to heavy bludgeoning weapons like check (Difficulty 10). A successful check erases the damage condition, hammers and maces. while an unsuccessful check means there is no significant improvement for that time period. Some damage may take multiple recovery checks A failed Toughness save against a lethal attack means the target is to go away entirely. hurt. Put a mark in the Hurt column of the damage track. If the Toughness save fails by 5 or more, the target is wounded. Put a mark in You can make a recovery check once per minute for staggered and the Wounded column of the damage track. If the Toughness save fails unconscious, once per hour for wounded, and once per day for disabled. by 10 or more, the target is disabled; check off the Disabled box on the Dying characters make checks to stabilize; once you are stable, dying Damage Track. If the Toughness save fails by 15 or more, the target is becomes unconscious and disabled, which you recover from normally dying; check off the Dying box on the Damage Track. (one minute for unconscious, one day for disabled). If a target suffers a “boxed” result that is already checked off (staggered, You can spend a Conviction point to get an immediate recovery check unconscious, disabled, or dying), check off the next highest result. from non-lethal damage, rather than having to wait a minute. You can So, if a target is already disabled and suffers another disabled result also spend Conviction on your recovery check, ensuring success (since check off the dying box (if that’s already checked off, check off the Conviction always grants you a roll of 10). dead box, etc.). Bruised and dazed conditions fade automatically at a rate of one per • Collateral Damage: Lethal damage inflicts non-lethal “collateral minute. Hurt conditions do the same at a rate of one per hour. You can damage” as well from the shock and pain of an injury. Whenever your spend a Conviction point to immediately erase all bruised, dazed, and hero suffers lethal damage, check off the corresponding non-lethal hurt conditions after (but not during) a conflict. damage, so a hero who is wounded is also dazed, a hero who is hurt is also bruised. The effects of the damage conditions are cumulative. Fatigue Characters can suffer from fatigue as well as damage. This usually results Damage Conditions from tasks requiring great effort, such as moving all out, exertion in Damaged characters in True20 can suffer from any of nine conditions, difficult environments, and using powers. There are three levels of given on the Damage Track and described here. fatigue: winded, fatigued, and exhausted. • Bruised characters suffer a –1 penalty to Toughness saves against • Winded: The character suffers a –1 penalty to effective Strength and non-lethal damage per bruised condition. Dexterity, and cannot move all out or charge. A winded character suffering an additional fatigue result becomes fatigued. • Dazed characters lose one full action after suffering a dazed result; they can take no actions, but retain their normal defense. The • Fatigued: The character cannot move all out or charge, and suffers a following round, they can act normally. They suffer a –1 penalty to –2 penalty to effective Strength and Dexterity. A fatigued character Toughness saves against non-lethal damage per dazed condition. suffering an additional fatigue result becomes exhausted. • Staggered characters lose one full action after suffering a staggered • Exhausted: The character is near collapse. Exhausted characters move result. They can take no actions, lose their Dexterity bonus (but not at half normal speed and suffer a –3 penalty to effective Strength and penalty) to Defense, and opponents get a +2 bonus on attack rolls Dexterity. An exhausted character suffering an additional fatigue against them. In the following rounds, staggered characters can only result falls unconscious (and must recover from it normally, see take a standard or a move action, not both. Damage Conditions). • Unconscious characters pass out and cannot do anything until they • Recovery: Every hour of rest, a hero makes a Constitution check awaken. (Difficulty 10) to recover from fatigue. Success reduces the character’s fatigue condition by one level (from exhausted to fatigued, from • Hurt characters suffer a –1 penalty to Toughness saves against lethal fatigued to winded, winded to normal). A full ten hours of rest allows damage per hurt condition. any character to completely recover from all fatigue conditions. • Wounded characters are shaken, suffering a -2 penalty to all checks, including attack rolls and saving throws. This persists until all Powers wounded conditions are eliminated. Additionally, a wounded character is stunned for one round after being wounded. They can The worlds ofTrue20 are places of wonder, and many True20 characters take no actions, lose their Dexterity bonus (but not penalty) to have certain supernatural powers at their command. Each power is like Defense, and opponents get a +2 bonus on attack rolls against them. an individual skill, except powers are available only to heroes of the Wounded characters suffer a –1 penalty to Toughness saves against adept role and cost the same as a feat (since powers are, in essence, lethal damage per wounded condition. special types of feats only adepts can have). Heroes can start out with • Disabled characters are badly injured. If a disabled character takes various powers, and can acquire them during play as well. Powers have a standard action, he falls unconscious and begins dying on the a rank based on an adept’s level and use that rank to determine their following round. effectiveness.

4 Chapter One: Hero Creation

Fatigue increase. Every two square feet increase the fire’s damage potential The use of some powers puts a strain on the adept’s mind and body. by +1. The fire maintains its increased size and damage as long as you When an adept uses a fatiguing power, the player must make a fatigue concentrate, and it can even burn in the absence of fuel; smothering, save; this is a Will saving throw against a Difficulty of 11 (for the powers however, still puts it out. While you maintain an increased flame, a of a 1st-level adept). A successful save results in no ill effect. A failed victim does not get a Reflex saving throw to put the fire out (although it can still be extinguished by dousing with water), and the fire does save means the character suffers a level of fatigue (see Fatigue). additional damage based on your Fire Shaping check. So, an adept Rapid use of powers in a short period of time makes it harder to who makes a Difficulty 16 Fire Shaping check can spread a fire over overcome fatigue. Every time an adept uses a fatiguing power within an additional 6 square feet and it does +3 damage. an hour’s time, the Difficulty of successive fatigue saves increases by Light: You can create a glowing spot that sheds light but no heat, 1. So, an adept uses a fatiguing ability, making a fatigue save against illuminating a 20-foot radius. This requires a move action and the normal Difficulty. A minute later, the adept uses another fatiguing a Difficulty 5 Fire Shaping check. You can increase the radius of ability. This time the Difficulty is one higher. Use of certain powers in the illumination by increasing the Difficulty of the check; each +5 rapid succession can tire out even powerful adepts. Difficulty increases the radius of the illumination by 10 feet. The To eliminate the cumulative fatigue save modifier, an adept must refrain point of light moves where you direct it within your line of sight, as from using fatiguing powers for at least an hour. The adept does not need a move action. Creating light is not fatiguing. to rest during that time, just avoid any further uses of fatiguing powers. Time: Igniting fires and increasing flames are standard actions. Creating You can also spend a Conviction point to eliminate the accumulated or moving light is a move action. fatigue penalty from using powers, gaining a second wind. Heart Shaping Power Descriptions Fatiguing The powers known to the heroes and other characters in the Death in You can impose emotions on others. The target makes a Will saving throw. If Freeport adventure are described here. TheTrue20 Adventure Roleplaying the save fails, you can impose any one of the following emotional states: rulebook contains these and many other powers available to adepts. Cure Despair: The target suffers a –2 penalty on saving throws, attack rolls, checks, and damage. Despair dispels the effects of hope. Fatiguing Fear: The target flees from the object of its fear (chosen by you). You can heal injuries by touch. With a full-round action, you can grant a subject an immediate recovery check using your Cure check result in Friendship: The target’s attitude shifts to the next more positive place of their Constitution check. If the recovery check fails, you must attitude (hostile to unfriendly, unfriendly to indifferent, and so wait the normal recovery time for that condition or expend a level of forth). Creatures involved in combat continue to fight back normally, fatigue or a point of Conviction before trying again. You can stabilize however. Friendship dispels the effects of hatred. a dying character with a Difficulty 10 Cure check. Hatred: The target’s attitude shifts to the next more negative attitude (indifferent to unfriendly, unfriendly to hostile, and so forth). Hatred You can use Cure on yourself. You can’t cure your own staggered or dispels the effects of friendship. unconscious conditions or stabilize yourself while dying, since you have to be conscious and able to take a full-round action to use Cure. You can Hope: The target gains a +2 bonus on saving throws, attack rolls, use Cure on your own disabled condition, but doing so is a strenuous checks, and damage. Hope dispels the effects of despair. action. If your recovery check is successful, you suffer no ill effects. If Time: Heart Shaping is a standard action. it is not, however, your condition worsens to dying. Time: Cure is a full-round action. Light Shaping Fatiguing Fire Shaping You can mentally control light. With a successful check, you can make Fatiguing your outline blurred and indistinct, or even become invisible. You can mentally start and control fires. You can make a Fire Shaping You can create realistic three-dimensional images of light occupying up check to ignite a fire, to increase the size of an existing fire, or to create to a 10-foot cube. Each additional 10-foot cube that the image occupies light but not heat. increases the Difficulty by 5. Subjects seeing the image get a Will saving throw to realize it is not real if they have any reason to suspect it, such Ignite Fire: You can set any flammable object in your line of sight on fire as the fact that the image makes no noise. as a standard action with a successful Fire Shaping check (Difficulty 15). Targets must make a Reflex saving throw (Difficulty 15) to avoid taking You can create light like the Fire Shaping power (see Fire Shaping). +2 fire damage. The target must save each round. A successful save means You can create light effects anywhere in your line of sight, and they last the fire goes out. You can reignite it with another standard action and as long as you maintain them. successful Fire Shaping check. A character on fire can automatically extinguish the flames by dousing in water (or other flame-retardant Task Difficulty material). Spending a full round rolling on the ground grants a +4 bonus on the Reflex saving throw. In addition to using it as an attack, you can use Illuminate 5 (+5 per additional 10-foot radius) this power to light candles (up to a dozen candles in a 5-foot square with Visual Illusion 10 (+5 per additional 10-foot cube) a single skill check), torches, hearth fires, and so forth. At the Narrator’s Blur (20% miss chance) 15 discretion, lighting tiny fires, like candles, is not fatiguing. Blur (50% miss chance) 20 Increase Fire: You can increase the size and intensity of a fire. The Difficulty of the Fire Shaping check is 10 + 1 per square foot of Invisibility 25

5 True20 QuickStart Rules

Time: Light Shaping is a standard action. Creating light is a move Second Sight action. You can sense the use and lingering effects of supernatural powers. Move Object The Narrator makes a Second Sight check for you in secret as a reaction Fatiguing whenever powers are used in your general area. The base Difficulty is 10 and increases by +1 for every 10 feet between you and the user or You can move objects with the power of your thoughts. A Move Object subject of the power (whichever is closer). A successful result means you check allows you to move an object in your line of sight. The Difficulty sense the power use. You also know the general direction and distance of the Move Object check is based on the mass of the object you want to the source of the power and its target. If you succeed by 5 or more, to move and whether or not you choose to risk fatigue. A fatiguing use you know which power was used. If you succeed by 10 or more, you also of Move Object can move ten times the mass listed on the table (so recognize the user, if known to you. 20 pounds at Difficulty 10, up to 2,000 pounds at Difficulty 40) and doubles the listed damage. Time: Second Sight is a reaction, taking no time on your part.

Difficulty Mass Damage Suggestion 10 2 lb. +1 Fatiguing 15 5 lb. +2 You can implant suggestions into the minds of others. The suggestion must be worded in such a manner as to make the activity sound 20 10 lb. +3 reasonable. Asking a creature to shoot or stab itself, immolate itself, 25 25 lb. +4 or do some other obviously harmful act automatically fails. However, 30 50 lb. +5 a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter... 35 100 lb. +6 If the target’s Will saving throw fails, the suggested course of action is 40 200 lb. +7 followed for up to 30 minutes per power rank, or until the course of action You can move the object a distance of 5 feet times your Move Object is complete, whichever comes first. You can also specify conditions that rank per move action. trigger a particular course of action, in which case the duration is counted from when the triggering event occurs. A very reasonable suggestion may If two adepts vie for control of an object, use opposed Move Object impose a saving throw penalty of –1 or –2, at the Narrator’s discretion. checks. The winner controls the object for that round. If a creature is holding the object, make a Move Object check opposed by the creature’s Time: Suggestion is a full-round action. Strength check. Ward Striking with Objects: You can hurl objects at opponents. This requires You can create interference with other supernatural powers and even a ranged attack roll and the object deals damage based on your Move creatures. You can affect an area around you with a radius equal to your Object skill check, as shown on the table. Since using Move Object is a adept level times 5 feet. Alternatively, you can choose to focus your move action, you can move an object and strike with it (as a standard Ward against a single creature in your line of sight. action) in the same round. Anyone affected by your Ward must make an opposed check against Moving Multiple Objects: As a full-round action, you can attempt to the result of your Ward check to successfully use any powers. Powers move multiple objects at once. Use the Difficulty of the heaviest with results less than yours fail; although, the users of the failed powers object, then add +2 for each additional object and increase the fatigue still suffer fatigue, if any. Adepts can choose to suffer a fatigue result, check Difficulty by +2 for each additional object. You cannot strike a in addition to the normal fatigue of the power used, to gain a +5 bonus target with multiple objects as part of the same action. to overcome your Ward. If so, you can choose to suffer a fatigue result Time: Move Object is a move action. The power use lasts for 10 rounds to reinforce your ward, forcing the subject to make a normal check to (1 minute) and requires concentration to maintain. overcome it (without the bonus). This takes no actual time; it happens as part of the check to overcome the Ward. Pain Fatiguing Creature Ward: You can also use Ward to “hedge out” or ward off certain supernatural creatures. The Narrator decides what type of creatures You can inflict terrible pain on a target. You must touch the target, you may ward, depending on the setting. Examples include undead, who makes a Will saving throw. If the save fails, the target is stunned fey creatures, elementals, psychic or energy beings, demons (or other (see the wounded condition for effects). So long as you maintain extraplanar entities), and so forth. Different types of supernatural concentration, the effect continues. The victim gets a new Will save powers may ward against different types of creatures. each round to overcome the pain. A successful Will save means your Pain power stops working. You must use it again to affect the target Any creature affected by your Ward must make a Will save against the (with the usual increase in fatigue save Difficulty for successive use). result of your Ward check to pass the boundary of the ward (a radius A target gets a +2 Will save bonus for each successive use of Pain in of adept level x 5 feet). A creature that fails the save cannot cross the the same scene. boundary so long as the ward is maintained, nor can it directly affect or influence anything within the bounds of the ward. Time: Pain is a standard action. Time: Ward is a move action.

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